Tracking vs. Deciding: The Dual-Capability Bottleneck in Searchless Chess Transformers
A human-like chess engine should mimic the style, errors, and consistency of a strong human player rather than maximize playing strength. We show that training from move sequences alone forces a model to learn two capabilities: state tracking, which reconstructs the board from move history, and decision quality, which selects good moves from that reconstructed state. These impose contradictory data requirements: low-rated games provide the diversity needed for tracking, while high-rated games provide the quality signal for decision learning. Removing low-rated data degrades performance. We formalize this tension as a dual-capability bottleneck, P <= min(T,Q), where overall performance is limited by the weaker capability. Guided by this view, we scale the model from 28M to 120M parameters to improve tracking, then introduce Elo-weighted training to improve decisions while preserving diversity. A 2 x 2 factorial ablation shows that scaling improves tracking, weighting improves decisions, and their combination is superadditive. Linear weighting works best, while overly aggressive weighting harms tracking despite lower validation loss. We also introduce a coverage-decay formula, t* = log(N/kcrit)/log b, as a reliability horizon for intra-game degeneration risk. Our final 120M-parameter model, without search, reached Lichess bullet 2570 over 253 rated games. On human move prediction it achieves 55.2% Top-1 accuracy, exceeding Maia-2 rapid and Maia-2 blitz. Unlike position-based methods, sequence input naturally encodes full game history, enabling history-dependent decisions that single-position models cannot exhibit.
Code (0)
등록된 구현이 없습니다.
Similar Papers 제목 키워드 기반
Beyond Search-Imitation: Prior-Directed Exploration for Searchless Chess
Searchless chess networks reach human master strength from a single forward pass by imitating a stronger teacher: the strongest, Leela Chess Zero's (Lc0) released Chessformer, distills the visit counts of an AlphaZero-st…
Reinforcement LearningGoMatching: A Simple Baseline for Video Text Spotting via Long and Short Term Matching
Beyond the text detection and recognition tasks in image text spotting, video text spotting presents an augmented challenge with the inclusion of tracking. While advanced end-to-end trainable methods have shown commendab…
Text DetectionText SpottingThink-then-Act: A Dual-Angle Evaluated Retrieval-Augmented Generation
Despite their impressive capabilities, large language models (LLMs) often face challenges such as temporal misalignment and generating hallucinatory content. Enhancing LLMs with retrieval mechanisms to fetch relevant inf…
RetrievalRetrieval-augmented GenerationDriving Decision and Control for Autonomous Lane Change based on Deep Reinforcement Learning
We apply Deep Q-network (DQN) with the consideration of safety during the task for deciding whether to conduct the maneuver. Furthermore, we design two similar Deep Q learning frameworks with quadratic approximator for d…
Autonomous DrivingDecision MakingDeep Reinforcement LearningQ-Learning+3Millisecond-Response Tracking and Gazing System for UAVs: A Domestic Solution Based on "Phytium + Cambricon"
In the frontier research and application of current video surveillance technology, traditional camera systems exhibit significant limitations of response delay exceeding 200 ms in dynamic scenarios due to the insufficien…